Transcript (by Youtube)


3s hello welcome everyone to the live
6s stream it's been a hot minute since I've
9s been on so this is uh actually quite
11s nerve-wracking I'm nervous for the first
13s time in ages coming on to the stream but
15s yeah how are you doing Karen I am great
18s actually really looking forward to this
20s I can't believe you're nervous it's on
22s so un like you to be nervous for stuff
24s like this I know I started to get real
25s sweaty as well it's it's not a good time
27s but it's fine I'm with you the king
29s Kieran to go over what will be a stream
33s focusing on Project rebalance as well as
36s some information around the Coliseum
38s specifically coming from volore Part One
40s release um so yeah we did recently
43s release the second blog regarding the
46s project rebalance the first one was
47s about Skilling this one is around MPC
50s defense changes today we're going to
52s discuss the reasons for the proposed
54s changes as well as thoughts that went
55s into them but we're obviously not
57s limited to just that as I mentioned we
59s are going to be talking about the
60s Coliseum and we are here to answer all
62s your questions about the game in general
64s so if you have any please at Old School
66s RS the mods will be collecting them and
68s we'll do our best to go over them if
70s there is time but we do have a lot to go
72s over now a quick heads up we are aware
75s of ongoing issues with the ranged combat
77s in the beta Worlds at the moment we're
80s hoping to deploy a fix for those
82s tomorrow and as a result we'll extend
84s the beta into next week but if you don't
86s have a chance to participate don't worry
89s because the next batch of project
90s rebalance proposals which will be around
92s item changes will feature an open Beta
95s as well so those changes will also
98s coincide with the NPC defense changes so
100s you get to try both out at once so not
102s too uh not too much of a panic anyway um
106s right let's go over some announcements
107s and then I'm going to stop speak
109s actually I'm not going to speak speak
110s stop speaking I've got a whole bunch to
111s go over quickly before I do but anyway
113s announcement time so exclamation about
115s rebalance if you haven't seen it already
117s this is a link to the project rebalance
119s blog which focuses on MPC defense
121s changes is what we'll be talking about
122s today it includes things like new Range
125s defense types Elemental weaknesses and
126s scaling as well as information on the
128s open beta and a few more things
131s exclamation mark video If you can't be
133s bothered to read and you'd rather just
134s listen or watch something on YouTube
136s while you're afking soic on the side on
137s RuneScape then exclamation mark video is
140s the one for you we partnered with coxy
142s to go over an explainer on how project
144s rebalance with NPC defense changes works
146s so check that out with exclamation mark
148s video and then lastly exclamation mark
151s game update which is picking up from
153s where we left off we're back with more
154s improvements to volore part one we
156s release drop rates for perilous moons as
158s well as the Coliseum and there are a few
160s tweaks in there speaking of tweaks I
162s believe that modani is in the process of
164s updating that game update news post to
166s let you know what's due to be changing
169s in what will hopefully be next week
171s can't promise absolutely everything
172s though but we do have a bunch of
174s Coliseum specific changes um to make and
177s I'm going to quickly fire through these
179s now remember they will be in the News
181s Post so don't worry about writing them
183s down all on a notepad unless you really
184s want that Karma early on Reddit but
186s let's talk about bees first they'll be
188s given a longer delay before they respawn
191s as well as a longer delay before they
192s move to the next tile and the visibility
195s of them will be improved so all round a
197s bit of a a be Improvement there talking
199s of Doom there will now be three tiers of
202s Doom each tier will allow you to take up
204s to 15 10 or five Stacks respectively
207s before meeting your end Doom will now
210s reset back to zero Stacks at the end of
212s each wave and we're removing the soul
215s Reaper Axe and divine potion effects
217s from adding to stacks of Doom as well so
219s it should make it a little bit nicer to
221s use as for myopia we'll be removing the
225s ability to AutoCast spells without being
227s affected but you'll still be able to
229s manually cast with that modifier active
231s on there uh then there is Relentless
235s we're going to be changing how the
236s additional accuracy is applied to
238s monster Hits stack one will ignore 33%
241s of your defense stack two ignores 66% of
244s the defense and then stack three ignores
246s all of the defense all of the additional
248s damage per stack is left unchanged for
251s totemic we'll be increasing the cool
252s down before respawning a new totem if
255s the first is killed and the amount of
257s healing will be reduced overall so nice
259s little change there Doom scorpion is
261s being removed even though they'll be
263s removed we'll put them somewhere that
265s you can visit them in game if you really
266s want to go find that cute little death
268s scorpion uh there's a new uh modifier
270s that's going to be added called manty
272s Mayhem Manticore orbs attacks will
275s become stronger each time this is chosen
278s so there'll be three tiers of it the
279s orbit attacks will become stronger with
281s each tier that you progressively choose
283s so it makes missing your flicks more
285s punishing but it doesn't change how many
287s times that you would need to flick
289s essentially if you're really good at
290s changing prayers then this is a pretty
292s easy pickup for you I think um and now
295s let's talk about drop rates Sunfire
297s fanatic pieces and Echo crystals uh
300s they'll be obtained from completing wave
302s three onwards as opposed to wave six
304s onwards and will be made more common and
307s for Unique improvements there's a few
309s here so get ready in regards to Echo
311s crystals Guardian boots will be
313s permanently converted to Echo boots when
315s you use a crystal on them so you don't
317s have to worry about what it was before
320s uh you can have they'll be adding a
321s toggle so that you can turn the effect
323s on or off so you can decide when you
325s want to use charges and when you don't
327s uh Echo crystals will give more charges
329s I think we go with 6,000 up from
332s 25,000 and the boots themselves will be
334s able to hold 30,000 charges up from
338s 10,000 and then lastly we'll be
340s increasing the ALK price of the crystals
342s just to more correctly reflect their
345s actual value um for the
348s tonal tonal Tis of Ros um oh sorry there
352s is live editing the echo boots will hold
355s apparently 60,000 charges yes 60,000
359s charges not 30,000 so a whole load more
361s charges then that's 600 times the amount
365s more than before six times the amount
368s sorry live mathematics has gone
372s wrong there's a reason why I do words
374s and not math um so for the the tonel
377s ticks the the glaes um we'll be removing
380s the 50% cap on Dam on defense reduction
384s from its special attack and also
385s increase in the out price there are a
387s few Keen ey among you that were using it
389s uh when it was first release and it
390s actually worked this way so that it
392s could reduce the defense down to uh well
394s whatever it was past 50% cap some people
396s used it for speedr running things like
398s TB and stuff uh but that was a bug it
400s wasn't intended it's not how we
401s originally described it but we're going
402s to be putting that back because it seems
404s like quite a nice change to just up the
406s usability of the item and then lastly
408s for uh designer's quiver uh we are going
412s to be redesigning it to look much more
414s in line with feedback and you'll be able
415s to see the updated designs in the News
418s Post okay there's me done whole other of
422s changes how do you think how do you feel
423s about the Coliseum overall Kieran I'm
426s glad you should just take a breath a
428s breather from that bre of information um
433s the first thing I think I want to talk
434s about is just quickly on the Sunfire the
436s the prayer gear um a lot of people have
439s seen bringing up the point in like early
441s blogs we talked about how the prayer
442s gear would be available from the early
444s waves and just be more accessible than
446s the other rewards and
447s stuff to some extent I think we just
449s have to hold on our hands up and we let
451s that slip and put it in a place where
453s which didn't really deliver on what we
454s said that's obviously part of why we've
457s changed it and ultimately by talking
459s about the drop rate information it's
461s allowed players to to give us that
463s feedback which we're now
465s adjusting there's also still more Nuance
468s to that but I don't want to go too deep
470s with that but
471s like it things change a lot through
473s development early on in development wave
476s six might not have been perceived to be
477s as hard as it ended up being and so on
479s this so many factors that that go into
481s why these things happen it's not just
483s necessarily malpractice or or
486s whatever or bad intent so to speak um
491s there's obviously been a lot of feedback
492s over the Coliseum as a whole and I think
493s a lot of it obviously been around
495s modifiers I think one thing we could
497s have probably done better is tell people
500s a bit earlier that we were going to be
501s making changes I think we've had so much
504s feedback to deal with with farore that
506s ultimately it's just a case of we
508s haven't necessarily got to all of it
510s just yet but we knew pretty soon on that
513s modifiers were going to need adjusting
514s and it's not like we've been ignoring
516s the feedback it's just now has been the
518s time we've got to it and based on what I
521s saw in the chat when you were reading
522s through them it seems like most people
525s are receiving these modifier tweaks
528s quite positively but obviously keep that
530s feedback coming when you see the news
531s post and we'll adjust them to to act
534s fairly for the
535s content as a
538s whole I feel like there's some learnings
540s we've got from from the
543s Coliseum and I think even when you go
545s back and look at like tombs of a
547s masket that modifiers
550s invocations I just don't feel like have
553s worked as well as we might have hoped
555s that's not to say we're going to go and
557s rip them out and completely redo the
559s content or anything like that because
560s that would be way too excessive these
562s pieces of content now exist and that's
564s going to be awesome it makes them unique
566s but it has been quite challenging to get
570s them as right as possible um we wanted
572s to have a whole risk versus reward
574s element right you know take the more
576s dangerous um modifier in exchange for
579s more Glory but Glory probably isn't in
582s serious and important enough to justify
584s that either and then it's all kind of in
586s in conflict with this idea that you've
588s got beat it once get the quiver and move
590s on and lots of people will just play it
592s like that not everyone's going to want
593s to grind it so I there's a few ideas in
597s conflict that has meant some of the
600s concepts haven't quite delivered on
601s maybe what we would have hoped for them
603s but we've learned a lot of this there
606s it's not the last time we'll do an
608s endgame challenge like this and I think
611s a lot of this sort of thinking is
614s already in our minds for what we do in
616s the future the next opportunity we do
618s with something like
621s this well thank you so much for the
623s inside K and that was way more in depth
625s than I was at least anticipating I I
628s think it's important to say as well that
629s you know that the Coliseum is good
631s content You know despite everything
632s you've just said there it's still
633s fantastic content people are still
634s really happy with it overall obviously
637s there are feedback changes that we look
638s to look to make but to be able to come
641s away from a really solid piece of
643s content going out and still have
644s learnings and things that we can take
646s away to improve on in the future is uh I
649s think it's just a really good point
650s because it's just makes it makes me
652s personally excited for what can come
654s after this what what can be better than
656s that now that we've you know done this
657s so many times I say so many twice a and
660s Coliseum what is the next kind of like
662s modifier system looking like if any so
665s super cool okay um let's go over to
669s project rebalance then which will be the
671s next part of the stream um Kieran do you
674s want to maybe give us some insight into
676s the background and motivation for things
677s like the defense change
680s stuff so
683s overall what we're trying to do is
685s create more space for for rewards make
688s existing gear that maybe is as useful as
690s it could be more useful Etc essentially
694s I mean this speaks to the whole wider
696s ambition with rebalances what have we
698s already got that we can just improve by
700s just changing some numbers not
701s necessarily stuff that's going to be
702s really expensive and time consuming
705s where we're doing a full rework or
706s something but just looking at what we
708s have and tweaking so one of the problems
713s with with with this game we've talked
716s about it so many times is power creep
720s it's one of people's favorite buzzwords
722s and things to talk
723s about but ultimately new content needs
726s new rewards players love to tell us they
729s want a new raid players want new bosses
731s they want new
733s content but it also needs to come with a
735s reward that justifies the the challenge
737s that encounter gives you otherwise at
739s the end of the day no one will play it
741s certainly won't play it very long so how
744s do we keep up com keep on coming up with
746s new meaningful rewards without just
749s suddenly being at like tier 95 weapons
751s in a few years we need more space um and
755s Mele is pretty good at that for instance
757s so M's got slashed St crush this seemed
761s like an opportunity what more can we do
762s to spread out the utility of different
764s items within ranged within magic
768s and by the nature of the changes which
770s obviously we'll go into more detail and
772s with with more questions soon but like
774s splitting up range defenses targeting
776s the elemental spell book we're we able
779s to Target elements of range and Magic
782s that currently are massively
784s underutilized with
786s melee so many times you can just get by
788s by using a whip for
790s everything it's nice now that actually
792s you'll feel a little bit more rewarded
794s for paying a bit more attention and and
796s taking a bludgeon or something like that
799s so really we're viewing these as they
802s should be longterm beneficial changes
805s for future projects for the existing
807s game and it is all with that just
810s long-term health of the game in mind um
814s I do appreciate some of this stuff can
815s sound a little scary when we're changing
817s quite a lot of numbers on different
819s existing creatures but it is with that
824s intent awesome thanks Kieran I think one
826s thing that's just worth pointing out
828s early on as well is that I saw a lot of
830s people commenting when it came to the
832s extra variety you know having to relearn
834s the game and that really just isn't what
837s we're aiming for here right you should
839s still able to carry on playing old
841s school the exact same way that you do
843s now and literally notice no if well if
846s any difference at all um virtually
848s nonone it your experience should be
850s pretty much the exact same as it was
851s before it's just that say for example if
854s you were at gargo and you're whipping
856s them before you can carry on whipping
857s them and you're still going to kill them
858s just as fast but might just be as good
860s or just a bit better to use a crush
862s weapon which is what they're meant to be
863s weak against the intention isn't to make
865s you relearn the entire game it is just
866s to open up more opportunities for us in
869s the future as opposed to just going back
872s and and revamping everything that's been
874s out in the past so I really like the
877s motivation for it I think that it's
878s actually a really solid set of changes
880s when it was first proposed to us the
882s project rebalance to kind of like
883s communicate it to the players I was
884s absolutely terrified because it did just
887s seem like you know the previous project
888s rebalance we did um took quite a while
891s to get into the favor of players enough
894s for us to be able to release it where as
895s soon as I saw the design I knew that
897s this one was going to be so easy to kind
898s of like just put out there and just let
901s people experience it see what it's like
903s and have a lot of change for the future
906s um we do have a whole bunch of questions
908s that I want to go through I think you
910s covered over kind of like what the the
912s vision or long-term plan for how they
914s might alter reward space and stuff as
916s well as the motivation so let's talk
919s about first of all a question around
921s Elemental weaknesses so we have NPCs
923s that will be weak to fire water and
925s Earth what about
928s air so first the reason that there's
931s none with air currently is that we felt
934s the benefit of air is that it's the
936s cheap option where there's no Elemental
939s weakness it will be definitively the
940s best because it costs you less to
943s use
945s but we maybe just we discussed it
947s earlier and we feel like it's maybe a
948s bit of a hard line to take there's no
950s reason why we can't have stuff that's
951s got air weaknesses so we certainly will
954s um and things like ghosts come to mind
956s as a good option but we probably won't
960s have as many weaknesses with air as we
962s do with the more slightly more expensive
964s spells it's not exactly a colossal
966s difference either right you're talking a
968s few extra Elemental runes and they don't
970s cost much and that's if you're not using
972s you know something that conserves runes
975s for
976s you sure would I mean would there be a
979s possibility that there could be dual uh
981s weaknesses so that there could be like
982s 10% air but 20%
985s water so it still has some effect but
988s you know there is still progression for
989s you having different
991s spells not currently at the minute um I
995s wouldn't necessarily say we should rule
996s that out because that might well be
999s suitable um but obviously in many cases
1001s it's really obvious right an ice giant
1003s is going to be weak to fire um or a fire
1005s Elemental should be weak to water right
1007s these are so intrinsically obvious and I
1009s do want it to try and be as simple as
1011s possible obviously no one really carries
1014s monster examin around right most people
1016s go to the wiki and see somebody else has
1018s already monster examined and put the
1019s info there but how can we mitigate that
1023s right you should be able to see a
1024s monster and just have a good guess at
1026s probably what it is so he wants to be as
1029s obvious as possible um and as simple as
1032s possible the more complex we get with
1034s multiple weaknesses maybe that doesn't
1036s help with that but yeah I don't want to
1038s draw a line and say we'll never do it
1040s cool all right that makes sense thank
1042s you for answering um what about the
1045s delay on the standard spell book when
1047s autoc casting and moving will anything
1049s happen to
1052s that um so we have already said this is
1057s technically part of a future blog for
1059s rebalance with other tweaks but I think
1061s we can already say Yes um we will we
1065s will be tweaking this um so that there
1067s will be no delay on autoc casting as
1070s it's realistically it's really holding
1072s back essentially the core of magic right
1075s if you're using actual spells it just
1077s hurts you
1078s needlessly
1080s that's our thoughts
1082s anyway cool thank you appreciate that um
1086s all right this is a longer question
1089s maybe a quick answer instead of having
1091s each individual Dragon having its own
1093s random Elemental weakness why not have
1095s them be consistent make all metal
1097s dragons weak to Earth and all chromatic
1100s dragons weak to water that way it's
1102s intuitive and easy to
1105s remember this is the plan uh I think
1108s we've just made a mistake somewhere and
1110s essentially the answer is metal dragons
1114s will be weak to Earth chromatic dragons
1116s will be weak to water so it will be e
1120s you know obviously it's not all dragons
1122s are weak to the same but each type of
1124s dragon will be having the same
1128s weakness nice makes sense thank you uh
1131s is there a good reason to make the def
1133s hold on apparently I'm forgetting how to
1135s speak is there a good reason to make the
1137s defense type based on ammo and not the
1139s weapon itself seeing as the type of
1142s weapon and the type of ammo are heavily
1144s tied
1147s together
1149s um so our thoughts on this is it's
1151s basically the same thing um in basically
1154s every case the ammo type is restricted
1157s based on the weapon so like bows will
1160s always
1161s use um arrows for instance so there's
1163s obviously some crossover we have talked
1166s a little bit about some exceptions and
1169s we we we feel like we're settling on
1171s we've made the right call but for
1173s instance like long bows should long bows
1175s fire arrows but with heavy waiting
1177s rather than standard for instance that
1180s might be one example and we we ran with
1183s that idea a little bit earlier but
1184s ultimately just come to the conclusion
1185s that it leads to confusion is Twisted
1188s bow a heavy a heavy bow um what about
1192s other others it pris bow is probably
1195s more like a long bow than a short bow
1196s but we do want that to be linked to
1199s standard and not heavy so it leads to
1202s different issues um so we feel quite
1205s happy with the way we're going um it's
1207s not to say we can't have mechanics that
1209s interact with this in future though but
1211s for
1212s now pretty straightforward and simple
1215s you know your bolts javelins and so on
1218s will be heavy your arrows will be
1221s standard and things like DS will be
1223s light so that's really where we're going
1226s with it um we're quite happy with that
1228s and plan to stick with them
1232s awesome thank you simple is uh pretty
1234s much always better especially in old
1236s school so thanks Kieran um are we
1239s planning to adjust more existing NPCs
1242s down the line or are we just setting the
1243s scene for future
1247s stuff so we've obviously done not
1249s everything in the game when in if you if
1252s anybody actually goes and looks at the
1253s full spreadsheet we haven't exactly
1254s listed every single creature but we have
1257s tried to Target all the main stuff the
1259s things you're likely to fight quite
1260s often on Slayer tasks and pvm and so on
1263s we haven't quite gone to everything we
1265s did feel it was safer to start with
1268s probably a small a smaller set and make
1270s sure we get this right before we go out
1272s and do a future batch but we might well
1275s go into a future batch based on how this
1277s goes we're unlikely to be adjusting them
1279s willy-nilly week by week and you're not
1281s going to just see News Post constantly
1282s with things changing because like you
1285s said you were nervous about this I was
1287s nervous about this I think it is quite
1289s scary we've all played this game for
1292s years and
1294s years and this can contend with your
1296s existing knowledge at least that's how
1298s it feels like it feels like it can do
1300s that nor do I want something that
1302s changes this week to change again in
1304s another couple of weeks and and so on
1306s whilst the core weaknesses with like
1309s Crush stab and slash aren't necessarily
1311s changing a huge amount what we are
1313s introducing is all of a sudden now you
1315s need to probably learn what Elemental
1316s weaknesses things have and you need to
1318s learn what um Range type weakness it has
1321s this is this is new information so
1323s there's a bunch of stuff that you're
1325s going to have to get to grips with
1327s nothing's
1328s exactly a massive cognitive burden
1330s though it's nothing different to what
1332s you've already come across with with um
1335s like stab slash and
1336s Crush um but yeah we don't want to make
1339s it an ongoing fiester of change because
1343s we know that comes with a burden
1346s cognitively so what you'd expect from
1348s probably is this first batch to go out
1351s and there might be a couple of creatures
1352s you're not happy with we might tweak
1354s obviously tweak those in coming in the
1355s week or two following that launch but
1358s longterm maybe another batch and similar
1361s with that but we're not going to be
1362s changing things constantly and
1367s tinkering awesome makes sense thank you
1370s would the would you think there would be
1371s a time though where for example the like
1373s the first batch that we do does cover
1375s quite a wide range of NPCs so you said
1376s not all of them would we be looking to
1378s then
1379s add more NPCs down the line in further
1382s batches to have different weaknesses and
1384s such so that eventually is the aim so
1386s that every NPC in the entire game is
1390s covered so yeah I mean that's there's a
1394s distinction right between being covered
1397s or being changed because sometimes we
1399s might not want to change it we might be
1401s content with it having no specific
1403s weakness or no specific Elemental
1405s weakness and that's fine so in many
1407s cases that might be the we've
1409s intentionally made um there's plenty of
1413s things that exist in the game that have
1415s zero stab defense zero Crush defense
1417s zero slash they're equivalently weak to
1419s all of them I would very much expect
1421s similar with elemental weaknesses with
1425s range weaknesses and so on so yeah um
1430s it's not like you're going to see every
1431s single creature change in some
1434s capacity brilliant thank you I
1436s appreciate the info next question
1438s question is around the toms and uh
1442s someone has asked instead of nerfing the
1444s toms of fire and water why not also add
1446s a to of air and Earth make all of them
1448s simply buff that particular element and
1451s move the curse buff from the to of water
1452s somewhere
1454s else
1456s so we probably will do a tomb of air and
1459s Earth at some stage not with the
1462s rebalance project but I'm sure we'll
1464s find space and opportunities to add them
1467s but that doesn't mean we don't want to
1469s Nerf them the reason we want to Nerf it
1472s is because we're buffing the elemental
1473s Spellbook in this weakness fashion and
1477s we none of us liked the fact if you
1479s wanted to do any decent damage with the
1481s elemental spell book you have to use the
1483s to of fire otherwise it's going to be
1485s rubbish this makes it a bit more
1487s balanced it's less dependent on one
1489s specific item and it means other offhand
1492s magic items can be useful to you
1495s still obviously the to of fire is still
1497s decent it's it's not like we're making
1500s it completely useless but currently it's
1503s to do fire damage you're completely
1505s dependent on ter of fire and that's not
1510s right to be honest that kind of Mak the
1513s reason it was done originally is because
1514s we knew the elemental spell because is
1516s weak yeah I was remember it coming out
1519s was like it was just a really easy way
1521s to fix the problem but obviously it was
1524s a it was a Band-Aid fix right when you
1526s look at it holistically the bigger
1527s picture in mind as a opposed to what
1529s this is which is a a much more
1532s widespread fixing the problem at its
1536s route all right well we move on to the
1538s next question um someone is asking
1540s around uh ranged weapons like Throne
1543s axes ballista or long bows essentially
1546s weapons without many widespread pvm uses
1549s uh how do they slot into the
1552s proposal so long bows I think we might
1555s do a stat pass so if anyone's familiar
1559s with them right now obviously they are
1561s utterly utterly useless you get the
1564s longer range maybe this's the odd Niche
1567s case where that's useful but by and
1569s large they hit way slower than a short
1572s bow yet have
1574s stats I think are they exactly the same
1577s if not marginally higher it's irrelevant
1581s basically we're going to buff their
1583s stats it's not necessarily going to mean
1584s suddenly you're debating between the
1586s magic short bow and the magic Longbow to
1588s which you'll use
1590s but it will feel at least like it makes
1592s a bit more sense um we're not going to
1594s offer that suddenly it's going to be
1596s meta in terms of spots um that's
1599s slightly different to the range weakness
1601s side they'll be shooting arrows it'll be
1602s standard
1603s ammo
1605s ballista we realized they're a bit
1607s rubbish in pvm um obviously they were
1610s originally designed like that really to
1612s be primarily PVP weapons so right now
1615s there will be heavy weapons that's that
1618s fits for for
1619s them but this defense change helps with
1624s this problem so like whilst it might not
1626s be the case that today or after this
1627s update that bista suddenly really fall
1630s in pvm if in future we make a boss
1633s that's particularly weak to heavy ranged
1635s Weaponry at least ballista might start
1637s being a valid option and currently we
1639s don't really have the tools as
1641s designers to make that even a viable
1645s option next is a good
1647s example um obviously for anybody
1649s familiar with what NEX was originally in
1652s 2011 and obviously we had that in mind
1654s when we were ping it to to old school is
1657s most people did it with crossbows back
1660s then that's not necessarily the meta
1662s strategy with with NEX in old school and
1665s we didn't really have the the tools to
1667s balance it to be that way because we
1670s lacked this this sort of um this sort of
1673s way to balance balance a balance an
1676s encounter throwing X's
1679s oh they're so trash we don't exactly
1682s know where they fit yet but we probably
1685s are looking at this as we can't fix
1687s every single problem with this we'll
1690s have to think about thring x's in future
1692s I don't think we're going to look to do
1693s anything with them just yet I did kind
1696s of joke that maybe they need a blowpipe
1697s for throwing
1698s X's don't know what that could look like
1701s not a blowpipe imagine some sort of like
1703s Mecca arm and you just throw them really
1705s hard or something I don't
1706s know meca arm arm F right my head went
1712s toes something similar to the cannon but
1713s instead of cannon balls you put Throne
1714s axes in there and it like flies them out
1716s it's extremely dangerous you're going in
1718s with the Dwarven Tech mechanical armor
1721s Dwarven Tech Armor absolutely no I don't
1723s know I'm just joking but throwing xes
1725s are so useless obviously we all need to
1728s think bigger about how they fit their
1730s stats obviously we could just adjust
1732s their stats but I'm still not convinced
1734s that I'll solve them they're so slow
1737s um their only meta is to get you into
1740s DEC that's that's been the case for a
1742s long time used the dragon axes they get
1746s used a little bit of PVP for some convos
1748s which is sick I'm I'm sorry I'm so Sidra
1750s now I'm just thinking of all the
1751s different cool combinations that we
1752s could have I want a mounted ballista
1754s that you can put down imagine having
1756s that slot in the middle of the Coliseum
1757s and it just pops everything for
1760s you yeah all right I'm G to get I'm
1762s going to get chat to get on my side on
1764s this one maybe eventually all right
1766s let's go on to the next question um are
1768s the magic R is intended to be in the
1770s place of a weapon that would slot
1771s between s/
1775s Shadow not really obviously sometime in
1778s some places this might fill a little bit
1779s of the Gap right where somebody's got a
1782s particularly Strong Weakness to
1784s something you might find the elemental
1785s spell but becomes really good but
1788s there's still obviously a gap um between
1790s those two weapons that we could fill in
1792s future so I see that it's still
1795s something we could potentially explore
1797s with future reward space
1800s cool all right uh what about powered
1803s staves are they elementally typed for
1805s example is the Trident water and is the
1809s shadow shadow or are they considered
1813s typeless they are
1815s typeless um that's that's where we are
1817s at the minute and we feel like that's
1820s the right choice now that it's the right
1824s choice because power staves will
1826s continue to be useful they already are
1828s useful and it's the elemental Spellbook
1830s that needs needs the love and needs this
1833s system to sort of help support it to to
1835s become more useful that said giving it a
1839s lot of thought I feel slightly uneasy
1843s about the fact we're rolling out a
1844s weakness system and it only interacts
1846s with this one element of this element is
1849s the wrong word this one part of
1851s magic so maybe this is stuff we can
1854s explore in
1855s future we're just not exactly sure how
1858s to do it yet because if you imagine the
1860s Trident of the Seas suddenly is water
1862s damage we still in the same position
1864s where the water spells and the elemental
1866s spell of rubbish so you you see the
1869s problem we're trying to deal with as
1870s much as it might make sense flames of
1873s zamak obviously being a being even
1875s that's not even a powered staff that's a
1877s spell but currently that won't interact
1880s with the elemental weaknesses um perhaps
1882s the argument could be it's it's evil
1884s fire it's not actually fire
1886s but stupid argument as side um it's
1891s something we need to keep in mind um
1894s because it goes in conflict with that
1895s goal of making the elemental spells
1899s good okay I mean it definitely makes
1902s sense when you explain it like
1904s that so essentially the options are open
1908s at the moment we just don't know what
1909s those options are but we are going to
1910s consider it and if there's a way we can
1912s make it work then we potentially will
1915s but it won't be it won't be with this
1916s batch like in any way shape or form
1918s for the future just it abely clear to
1920s everyone who watching yeah there's no
1923s reason we could have a weapon in future
1926s or spell in fature that we think is
1928s suitable to interact with this
1930s system cool okay um do you have any
1934s further thoughts on NPC defense
1936s information being gated behind 66 magic
1939s and dream Mentor is there some other way
1941s we could put this info in front of
1945s people I would love it to be a bit more
1947s accessible
1949s but no matter what we do people use the
1952s wiki and that is the best way to find
1954s that information with way more helpful
1957s additional stuff so at the end of the
1960s day there's options we could do we could
1961s add an in-game sort of monster the beasy
1966s whatever whatever the right word is we
1968s have the um the combat achievements
1969s stuff includes bosses which has like
1972s info on them anyway so like it could
1974s reasonably fit in there right in theory
1977s maybe we could add stats to that um
1981s obviously that doesn't go for everything
1982s but like no I totally could imagine a
1984s sort of ingame like lookup lookup um
1988s system imagine it fills out right like
1990s you can easily imagine this sort of
1991s system your first time you kill a
1993s gargoyle it adds a little bit of info
1995s the when you kill 10 it adds even more
1996s info and when you add 50 you got the
1998s full lot something like that right and
1999s you could have that for almost every
2001s creature in the game and it would fill
2002s up this ultimate sort of database that
2006s you can have access to I'm getting
2007s distracted by chat here here and they're
2008s all saying
2009s Pokedex I'm like yeah okay Bitely I'm
2013s definitely not biased when it comes to
2014s adding Pokemon into the game let's do
2017s the
2019s Pokedex so you could have that Dre even
2024s sorry stats Etc but it's
2028s just I'm also sat here like we only have
2031s so many developers and this is the most
2033s boring part of of game development and
2036s there's so many awesome things we could
2037s be doing
2039s and I think it just comes down to yeah I
2041s mean just look up the wiki so I don't
2043s want to do necessarily do something as
2045s ambitious as like a pokedex maybe one
2047s day because it it does sound
2049s cool but the cheaper option is just
2052s provide monster
2054s examine on a different spell book or
2057s lower its requirements remove the quest
2059s requirements like there's obviously
2060s options like that so we could think
2062s about it that way as well maybe that
2065s would help at the end of the day most
2067s content you don't want to be on Lunas
2070s taking taking runes for Monster examine
2072s in the middle of a raid or something
2073s right you're just going to do that on
2075s one time one time use could you just add
2078s it to a right click examine and remove
2079s the Spell entirely like there's so many
2081s ways you could look at it um if we come
2084s up a good one I'm sure we
2085s can we can go with
2088s it fair enough thank you well we've
2091s absolutely blasted through all of the
2093s questions that we had prepared but we do
2095s have a whole bunch from cat uh we've got
2099s some kind of like general questions or
2102s some that are focused very much around
2104s uh what's been happening recently in
2106s chat which would you prefer to go
2108s through ones that are related to the um
2111s topics we've been going over now or more
2113s generic in regards to project
2115s rebalance um anything anything you think
2119s people want to hear all right okay I'm
2121s gonna have some fun with this one then
2123s hold on uh Kieran can you please explain
2125s the law behind why would metal be weak
2128s to
2131s Earth I don't
2133s know I don't have the I don't have the
2136s explanation um maybe somebody has
2139s one but um I it kind of makes more sense
2143s I just sometimes you just get that Vibe
2145s right like it just feels like um people
2148s are shouting rust and stuff like that I
2150s feel like it makes more sense than than
2153s others fire it's definitely not because
2155s they breathe fire and stuff that doesn't
2157s make much sense
2159s water makes sense for the chromatic
2160s dragons they're five even creatures but
2162s the metal would defend them from that
2164s but imagine you got hard Che of metal
2166s like stuff like an earthquake would
2168s shatter that metal like I just kind of
2169s feel like it kind of makes sense that
2171s way he's been thinking about it okay
2173s okay all right all right round type
2175s beats Steel type in Pokemon there that's
2177s the
2178s logic all right we got we just go back
2180s to Pokemon Pokemon uh weaknesses I like
2183s that okay um a question another one is
2186s then why is Magic weakness made its own
2189s thing instead of splitting the defense
2191s like ranged I don't know how you would
2193s do it any differently I think isn't this
2196s so well that's that's it right magic has
2199s already got elements in the elemental
2200s spell book and so it makes sense to
2202s leverage those but I think it's very
2205s easy to argue that we should go for a
2207s cookie cutter approach where magic melee
2209s and range are basically the same
2212s thing I think the fact that magic is
2215s unique is a good thing and leaning into
2218s the spell books helps with that powered
2221s staves actually makes magic a little bit
2223s more like range uh because it's just
2226s swing on a weapon take some ammo but
2229s it's runes and you click on the monsters
2231s and attack the spell boooks are the
2233s interesting part of magic I want to lean
2236s into that more because that is what it
2238s brings to the game right it's different
2240s mhm um I don't want all three styles of
2242s combat to just basically dial back down
2245s to the same thing but it's dealing a
2246s different color of damage on on the
2248s screen or
2251s whatever Fair Point okay I have uh what
2255s is actually really interesting question
2256s and I saw that
2258s um it was asked in chat as well I
2260s actually saw it pop up and I wanted to
2261s ask it in the moment but this one comes
2263s in and says are there any plans to
2265s adjust the base spellcast XP in line
2269s with elemental spell scaling so for
2271s those that don't know or haven't seen
2272s the blog I think the proposal is that
2275s you'll unlock all of the elemental
2276s Spells at the same level now right so
2278s there won't be the level tiers or did I
2281s get that completely wrong
2283s can't okay thank God I think the
2286s proposal is you unlock them at the same
2288s levels as you do today yeah so you know
2291s you have win strike at level one I'm
2293s glad you're here K is it level nine for
2295s fire strike I don't want to be
2297s embarrassed by my lack of knowledge I
2299s mean I just embarrass myself anyway so
2301s just do it it make me feel better the
2304s idea 13 for fire strike there you go I'm
2306s wrong I've got I don't know why I said
2308s it was it's the damage that's scaling
2310s right the damage is being normalized
2311s across all of them um that's what it was
2314s that's where the damage the damage at
2316s level one windstrike will be lower but
2319s by the time you're level 13 windstrike
2322s will deal the same damage as fire that's
2325s the idea and the same for the other the
2327s other elements we still felt it was
2329s meaningful to unlock Spar as you go
2331s that's still got useless use cases it's
2333s going to be powerful to you because you
2335s will unlock spells that are useful for
2336s more places um and it also feels nice to
2339s unlock things as you level so rather
2341s than saying hey you need they're all at
2343s level one now right I just don't think
2346s that works quite as
2350s well cool so the base XP cast just be
2354s the same as it is now so XP I don't
2357s actually know um okay for damage it will
2361s work like that for XP I'm not 100% sure
2363s that's a good question though and we
2365s should we should have an answer for it
2366s because I don't actually know
2369s well we can clarify that I'm I'm pretty
2370s sure it would make a lot of sense if the
2372s Spells are unlocked at their respective
2373s levels as they are now then the base XP
2376s that you get for casting it which in
2378s most cases really just affects people
2380s who are splashing uh I imagine will
2382s remain the same as it is because it's
2384s still that higher magic level so on so
2386s forth and it's just that the extra
2388s damage you deal will be on top so wind
2389s strike and wave whatever else other wind
2392s spells you use will end up being more XP
2396s than they were before if you're dealing
2397s damage but for splashing they won't
2399s because you'll inherently deal more
2400s damage
2401s now so I I mean I agree with that I
2404s think that makes sense yeah but we'll
2407s confirm that anyway thank you for the
2408s question as well um and apologies if I
2410s confused anyone at the start but I think
2412s it was actually a good idea I'm
2413s definitely cing here but I think it was
2414s a good idea to confuse you all so that
2416s clear Kieran could clarify what it
2419s actually worked like because everyone
2421s really resonated with that change so I
2422s think it was it was a good segue into it
2425s um okay what about something like the
2428s bower how does that fit into range
2430s weapon
2431s types it's a bow it shoots arrows it
2434s will be standard waiting
2437s essentially straightforward
2440s really it's probably in most cases it'll
2442s be the thing that seems obvious because
2444s I think that is pretty much the decision
2446s we've made on
2449s everything nice all right makes sense I
2452s think that was covered in the blog
2453s anyway I'm sure I read that when I was
2455s um getting it uploaded but if not then
2457s the clarification um are you pleased
2460s with the place Elemental spells are
2462s based on your newsletter while more harm
2465s is wait while harm is more competitive
2467s Elemental spells against weaker monsters
2469s are still worse than Trident the
2471s mid-level magic
2473s option it's I think that's fine the
2476s game's going to offer you things where
2478s harm is better in plenty of places the
2481s game's going to offer you places where
2482s the Trident is better and that's good
2485s that is kind of what we want right if
2487s you think about the amount of reward
2488s space we want to be viable we want all
2491s of these things to be options we talk
2493s about it as sort of having horizontal
2495s space within your reward options and not
2498s just going very vertical
2501s um and so having places where Elemental
2504s spells are viable and your P powered
2507s staves are viable is good it means
2509s powered staves keep a price that you are
2511s willing to pay but it's not just
2514s unilaterally the best option which is
2516s boring
2520s awesome thank you Karen I just seen a
2522s question come up in chat around spell
2524s damage uh and it continuing to scale as
2527s you level I think even without knowing
2530s 100% I'm pretty confident that we're not
2532s increasing the cap of the damage that
2535s these spells can do that that the
2537s ceiling will be the fire spells which
2539s have the highest damage uh output at the
2541s moment and the other spells will just be
2542s able to hit the same as that as you get
2544s to the same level that you unlock the
2545s fire spell it's not that once you get
2548s past like the unlock of fire surge to 99
2550s Mage you suddenly deal more damage with
2552s fire surge so there's that one um
2555s answered okay interesting one here
2558s because obviously I made a point earlier
2560s that you're not really going to notice
2561s any difference in terms of your play
2563s style so carry on as you are and I
2565s believe this was in direct response to
2567s that so let's see how we handle this one
2570s I thought the NPC rebalance was going to
2572s avoid Nerfs but gargoyles are minus 0.5
2575s DPS in a standard mid-level whip setup
2578s which is
2580s significant
2582s so we can probably argue the point of it
2585s being significant I do agree it's enough
2589s if you if you go across a Slayer task
2591s it's like is five minutes across a slay
2593s task or something like that doing some
2595s rough rough maths so it isn't a massive
2597s deal but it might still be the case
2601s we've been a bit heavy-handed in some
2602s cases and we we're happy to adjust if
2604s there are examples where we've been too
2606s much but the reason why we haven't just
2609s left the slash defense as it is is
2612s because we don't want things to just get
2613s buffed across the board too heavily
2617s so garals today will be slower than
2622s garal will be after the update if you
2623s use the right Weaponry like it will be a
2625s slight buff but we've created space that
2630s with by lowering slash a little bit so
2632s lower slash a little bit increase crush
2634s a little bit and that's made this
2636s there's a decent jump between using the
2638s right weapon while so we could have left
2640s it at the same point and then Crush
2642s would have to be even more better right
2644s like it would have to be a substantial
2646s buff compared to what we were offering
2648s we felt less comfortable doing that thus
2651s narrowly lower slash narrowly buff Crush
2655s in the case of
2656s ggar obviously the aim being you can't
2659s just run around and use a Whip
2660s everywhere and get maximum
2663s Effectiveness by the point you were
2665s making earlier and what we said in
2666s previous talks about this we don't want
2669s to make whip useless OB we're not doing
2671s that it could have been imagine it was
2673s binary like imagine we went as hard as
2675s all right it is really weak to crush
2677s it's got zero Crush defense but it's got
2678s like a thousand slash defense we didn't
2680s want to go that that approach he totally
2683s could but we didn't want to do that
2686s approach because it's way too big of a
2688s change it's way too specific and removes
2690s options from players whip is still an
2692s option it's just not the best option and
2695s that's what we're going
2696s for
2698s perfect I think it makes complete sense
2700s and I really appreciate the way that you
2701s explained that I think it is really
2703s important to emphasize one of the things
2705s that you brought up at the start of that
2707s was that these are rule proposed changes
2710s we're doing a beta for a reason there
2712s are going to be some cases where as K
2714s mentioned we maybe changed the defenses
2716s a little bit too much and they are
2717s significantly worse uh regardless of
2720s what is claster significant or not put
2722s that aside we can change those stats you
2724s know like changing uh I'm going to
2726s forgive me for not being a developer and
2728s speaking on developers halves here but
2730s changing like a slash Defense number is
2732s a pretty trivial change as far as I'm
2734s I'm considered for like one NPC right so
2737s if we significantly messed up something
2740s uh we could just change that quite
2742s easily I think your average Joe who just
2747s garards with a whip because obviously
2749s there's legitimate reasons why you might
2751s not have a bludgeon that's quite a tough
2752s weapon to get if you're an Iron Man the
2754s zombie act maybe helps with that though
2755s there's a new weapon there mhm
2758s but you could just carry on killing
2760s garles with a whip and I think most
2761s people who haven't read up on the DPS
2763s calculators which let's be honest the
2765s people who look up DPS calculators are
2767s the
2768s minority yeah the ones that aren't going
2771s to be using the whip again anyway you
2772s know they're doing it to find out what
2774s the next best thing is so so the people
2777s who are using DPS cards and know the
2779s difference are the minority and are
2781s wanting to optimize everything most
2782s people don't know that a lot of people
2784s will carry on logging in after this
2785s update and probably not even notice the
2787s getting less DPS you know it'll be S
2790s It'll be such a
2792s marginal impact that's what we want
2796s anyway cool well thank you again Karan I
2799s really appreciate that Insight um
2800s someone has asked what the rough time
2802s for the release of the skill rebalances
2805s they're apparently holding off on maxing
2806s with agility on the hope the brim Haven
2808s buff comes in uh I'll happily take this
2810s one um I believe that the intention is
2813s to wrap up with all of the project
2815s rebalance work other than the Run energy
2818s changes which we mentioned as part of
2820s the Skilling stuff um around the end of
2823s May so you won't have a huge amount of
2826s time to wait however that's not
2828s guaranteed so don't crucify me if it
2830s doesn't happen in May but that's what
2832s we're aiming for you know so around
2833s about a month or so uh just over a month
2836s from now you should be able to see those
2837s come into effect uh as for like the rest
2840s of the timeline I'm happy to just let
2842s you guys know what our plans are we
2844s obviously talked about Skilling that was
2847s all finalized last week a week before
2849s last it was last week this week we've
2852s started talking about defense changes
2853s for NPCs and then I believe it's next
2859s week no week after next sorry the week
2862s after next we're going to be talking
2863s about item changes so by the end of
2867s April we'll have wrapped up all of the
2869s feedback all of the beta testing that
2871s we'll be able to do got all that
2873s together and then starting developing so
2875s as long as everything goes well we're
2877s looking for for end of May kind of
2878s timeline so yeah sorry Goblin I just saw
2881s you in chat my bad I was like looking
2883s the 16th oh that's that's you know only
2886s 12 days from now oh yeah there's not 12
2888s days in a week though I use a again I
2890s told you math is not my strong suit um
2892s so yeah there you have it all right um
2896s with the magic damage changes to bring
2898s them together will there also be a Rec
2900s costing to bring the room costs closer
2903s together as
2904s well not not planned I don't think
2907s there's a massive gap between their
2909s costs the tradeoffs are I mean we just
2911s talked about base XP you get better XP
2914s for your base cast um and it's just the
2917s trade-off if you want to use fire blast
2919s it's going to cost a bit more than water
2921s blast but I mean all right how much
2924s different is it all right water blast is
2928s 204
2930s coins fire blast is 214 coins it's 10 GP
2935s difference a cast this is not a big
2939s deal fair point also fire to him anyway
2943s yeah it's not like um the difference in
2947s you using the Spells is going as well
2949s right the whole point is that you're
2950s going to have more reason to use all of
2952s those different spells so there will be
2954s cases where you'll actually be using a
2955s cheaper spell and doing more damage than
2957s you would have been if you would have
2958s been using a far spell to begin with so
2960s I think it actually ends up balancing
2962s itself out
2963s overall it it's splashing where it
2965s probably adds up because you
2967s a long time and using a lot the spell a
2970s lot so even a 10 GP difference obviously
2972s does that up but I saw it mentioned in
2974s the chat yeah but we're not gonna be
2976s buffing splashing so G it
2980s yeah sorry okay I'm gonna go into the
2984s next question uh I think we already
2986s talked about God spells not being
2988s included there aren't any plans for that
2989s right now but it's something that we're
2990s keeping in mind and that may well be in
2992s the future but not not this side of
2995s project rebalance uh um what about
3002s will uh I think we've answered this one
3004s already but we'll recap it I got
3005s confused will you change the damage
3007s output between the elemental spells
3009s currently fire is always the best option
3010s due to the extra damage from the spell
3012s you want to just recover what it does
3014s yes that is that is a core part of what
3017s we're offering if you read the news post
3019s it's in this section called Elemental
3021s spell scaling
3024s essentially the damage for your other
3026s spells will will go up until you're at
3028s your level for the fire spell so if
3031s you're level one win strike it does less
3034s damage and then it scales up when you
3036s get to level 13 it will deal the same
3038s damage as your fire spell and then it
3040s will not scale any further and the same
3042s for obviously the other tiers of
3044s Elemental
3047s spells awesome all right there's a
3049s couple of questions I'm going to skip
3050s over someone asked if they can get an oo
3052s uh it was directed towards me but do you
3053s want to give them an ooo
3055s Kieran I can't enough
3057s I don't get paid I don't get paid enough
3059s to do that okay I I'll give them one but
3062s it'll be unsatisfying you go on go on oh
3064s woo there we go all right uh will you
3067s give more use cases to all Enchanted
3069s bolts with the new
3075s weaknesses I think that's really a
3077s separate project like it's not something
3079s we're looking to include
3080s here I think we probably do realize most
3083s the elemental the enchanted bolts are
3086s not very useful there's obviously a
3088s handful which AR we've added a new one
3091s for the with the mus boss we added a new
3093s one for the uh the prayer effect with
3095s the sapphire Bol but by and large we
3098s know they're a bit rubbish um we're not
3100s looking to change them here though we're
3102s not we can't fix everything with one
3104s rebalanced project but it maybe can be
3106s something we look at in
3109s future fair I think it would be good to
3111s and if you know if these rebalances go
3114s down well then maybe there is a a case
3116s for us to be doing more of them I mean I
3118s don't think we need a case but it would
3119s definitely help bolster it right and
3122s it's something that we've been talking
3123s about so so many times we've talked
3125s about changing NPCs changing weapons and
3128s all that kind of stuff and it hasn't
3129s happened so the fact that it is now is
3131s definitely promising for future
3133s potential change too but I think it's
3136s got to be like I say little and no it's
3139s it can't be little and often it's got to
3140s be a decent amount but not too often
3143s because like you said at the start of
3144s the stream we don't want to overwhelm
3145s players you don't want to have to feel
3146s like you have to relearn the entire game
3148s one of the beauties of old school
3150s RuneScape at least for me personally is
3152s that I could not play for two years and
3155s I could jump back in and I could play
3156s the exact same way as I did two years
3158s ago and the game will still feel the
3159s same yes there'll be new items there'll
3161s be new content but like the core game is
3164s still old school whereas so many other
3166s games update and feature creep so
3168s consistently that if you're away for
3169s like even three four months at times you
3171s can come back and it feels like a
3173s totally different game and we don't want
3174s to remove that charm don't want to lose
3176s that so we have to make sure we take it
3178s in in
3181s batches so I think I cut you off did you
3183s want to talk more about that or were you
3184s getting ready to
3191s e okay that was awful I wish I never
3193s asked you
3195s sorry what was yours well mine was
3198s intentionally disappoint we just built
3200s off all of that and you just gave the
3202s worst one I've ever heard I don't know
3204s people seem to be enjoying it they might
3206s be laughing but rather than um whatever
3208s else that's fair on your part you just
3212s made familiarity is the word I use with
3214s that I you should never come back to old
3216s school RuneScape and feel like it's not
3218s familiar anymore familiar I think if I
3221s tried to say the word I would just slip
3222s up on my tongue familiar familiar yeah
3225s see that's why I didn't use it but it
3227s would have been better okay um right
3230s what about next question because we've
3231s got to wrap up soon uh can you make the
3234s ice demon in Chambers take full damage
3235s for the demon Bane spells it would make
3237s sense and give it more
3242s use I I mean I don't see why not
3244s personally I think that's a certainly a
3246s valid valid request um it's not
3249s something we're currently doing but we
3252s certainly could bring it up and see if
3254s that's something we could go down we are
3256s Keen to make sure the fire spells they
3258s still the probably the main way to do
3261s the boss though um obviously we're
3263s making a lot of changes to the weakness
3264s system which the technically is one the
3267s things that already use as a kind of
3268s weakness
3270s system we'll be making sure that that
3272s carries
3273s on quite um but for demon B FS obviously
3277s it makes sense it seems like it should
3278s be an exception to that
3280s rule cool all right well there's one
3282s last question I'm just going to quickly
3284s fire over and then I'll go back over
3285s some announcements and key info someone
3287s has asked uh are the elemental or range
3289s weaknesses going to be added to armor
3291s player stats or just NPCs and it is just
3293s going to be for NPCs PVP won't be impact
3297s in any way shape or form and what about
3299s the flip side though NPC to player we
3302s have different defense types for range
3306s defense I don't think so um not right
3310s now I do think that starts to complicate
3314s things quite a bit as well with terms of
3316s like what gear the player can wear
3318s obviously right now it's is just range
3321s defense but obviously this isn't the
3323s case for melee you've got stab slash
3325s crush in theory this could be something
3328s we
3329s explore but I feel like if that will
3332s just end up feeling as a lot of blow in
3334s terms of what equipment offers different
3336s things you need to read but don't rule
3338s it out it obviously could be another
3339s line we decide this is something we
3342s should do at some point but not not
3346s currently when when we need some more
3348s reward space Maybe in the next raid
3351s we'll decide to bring it out then and we
3353s get a whole load of uh new armors we can
3356s use I'm just Justin I appreciate your
3358s your actual serious answer there Karen
3360s it's nearly time to wrap up so we got to
3362s leave on a high right I want to just
3363s cover off a few things really quickly uh
3366s modani has gone ahead and updated the
3368s update News Post so if you want to see
3371s what is what we'll be changing hopefully
3373s next week with the Coliseum modifiers be
3376s sure to check out that with exclamation
3378s mark game update you got to see all of
3380s that in there uh also there will be a
3383s mention of the hunter rumors I believe
3386s sign posted it and then deleted it so I
3388s hope you wanted me to actually talk
3391s about it uh this includes pet drop rates
3394s exclamation mark now live okay oh this
3397s includes Hunter rumor rates all right
3401s thanks Annie for the live editing just
3403s go and check out the post it will have
3405s new info in there that you haven't seen
3407s before if you haven't already tried out
3409s the beta for the NPC defense changes
3411s that we've been talking about you can go
3413s ahead and try them now however we are
3416s aware that there is an issue with ranged
3417s combat which we're hoping to deploy a
3419s fix for tomorrow the beta will be
3421s extended into next week so if you
3423s haven't had a chance to participate
3425s there will be time uh the next batch of
3428s project rebalance proposals will also
3430s feature an open Beta those will be
3431s around item changes so if you really
3433s want you can wait until that happens and
3435s try out item changes as well as defense
3437s changes but it would be really
3439s appreciated if you logged in tried them
3441s out in the beta and gave us some
3442s feedback over the course of the next
3443s couple of days so that we can send that
3445s to developers in good time because as
3447s we've mentioned we're hoping to have all
3448s of this shipped by the end of May and we
3452s can only do that if you give us good
3454s feedback other than that someone has
3457s changed the title of the stream script
3459s to say
3460s intoduction so I just gave you that one
3462s for free uh exclamation mark video if
3465s you don't want to read the blog if you
3467s just prefer watching videos and
3468s listening to someone talk to you about
3469s it all then we partnered with coxy who
3471s did a fantastic job of explaining what
3474s the NPC defense changes look like so
3477s make sure you check that out with
3478s exclamation mark video and I believe
3482s that is everything that I needed to go
3485s over unless I've missed anything Kieran
3487s can you think of anything I should have
3488s said that
3489s haven't I don't think so okay all right
3493s well I think this is the first for me
3494s where I finished the live stream and
3495s it's just been only after like slightly
3498s after 6 rather than it being like 6:30
3500s so thank you everyone for tuning in
3502s really appreciate all of the fun Vibes
3504s chat you have been incredibly cute and
3506s and wholesome today we love you Kieran
3508s you've been incredible thank you for
3510s joining me and making the live stream
3511s happen for all of your incredible
3513s answers and insight and also thank you
3515s to mod mod Druid nearly did it
3518s again for the production mods Goblin uh
3523s as well as oh my God I'm gonna forget
3526s the mod name um everyone else who helped
3528s me get the stream together today jagex
3531s Yumi thank you you're a legend I
3533s appreciate you I think I've remembered
3535s it correctly if not you can Slaughter me
3537s in DMS have a good evening we'll see you
3540s in the next stream have a great weekend
3541s as well
3544s bye